Ship Shaking
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So, I have been doing some research on this and found quite a few things, sadly my conclusion is bad:
Not fixable.I was right earlier in this thread, floating points simply lose precision and at values of like 5000k, this precision error is already 0.5m. Thats why your cockpit jumps all over your screen that far out in a system.
@LS: FL doesnt really use D3DX functions as far as Im aware, they have their own math library which can be found in x86math.dll.
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I’ll look thru my math code and see if I ever wrote a matrix normalization routine.
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i smell a hook plugin ^^
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I’m crossing my little fingers and toes that it does mean that
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I’m crossing my little fingers and toes that it does mean that
im hoping so bad ill cross your fingers and toes FOR you ^^
edit cant believe i spelt toes as “tows” rofl
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There is no real way to fix this. The important thing to understand here is that Freelancer uses floating points (and I think, D3D8 also only supports floating points for camera stuff, but I may be terribly wrong there) for everything related to space positions and the camera.
When you are at 1000k and 1.0 = 1m, you have a precision of around 6cm.Now imagine your ship standing at position 0, 1000000.03, 0
Since floating points cannot hold 1000000.03, but only 1000000.0 and 1000000.063, your ship and/or the camera may jump 6cm all the time. You see your ship shaking.
Also, what is important to understand: At those precision errors you can no longer fly in a straight line, your ship will shake when flying (or lets say, your ship will fly in zig-zag-pattern). This is especially visible at extreme distances, like 10000k, if you would login with 2 chars and would spectate the other player flying around. -
This happens also to sur files, I’ve noticed that my station at 140000, 105000, 120000 has nearly no collision detection, so i moved the station to 100000, 70000, 95000 and the collision detection is back as it should be.
Greetz
MindNote: Its a modul station made of 12 parts + the dock.
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Hmm, that’s interesting. We haven’t noticed this effect at FWs, and we have stations 500km from the centre.
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Hmm, that’s interesting. We haven’t noticed this effect at FWs, and we have stations 500km from the centre.
Can we have a look at your constants.ini Sushi please?
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[Constants] COLLISION_DAMAGE_FACTOR = 2 MUSIC_CROSS_FADE_DELAY = 10.000000 MUZZLE_CONE_ANGLE = 25 ;Cannot be zero PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 1 PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 1 MAX_PLAYER_AMMO = 1000000000 [EngineEquipConsts] CRUISE_DISRUPT_TIME = 1 MAX_DELTA_FX_THROTTLE = 0.250000 THROTTLE_STEADY_TIME = 0.500000 THROTTLE_ATTEN_MOD_RANGE = 8.000000 DELTA_THROTTLE_ATTEN_MOD_CHANGING = 8.000000 DELTA_THROTTLE_ATTEN_MOD_STEADY = -1.000000 CRUISE_STEADY_TIME = 10.0;0.100000 DELTA_CRUISE_ATTEN_MOD_STEADY = -5;-1.000000 CRUISE_ATTEN_MOD_RANGE = 8.000000 CRUISING_SPEED = 5000 ;10000 CRUISE_ACCEL_TIME = 5 ;0.5 CRUISE_DRAG = 85 ;250 [ShieldEquipConsts] HULL_DAMAGE_FACTOR = 1.0 [PhySysConsts] MATERIAL_FRICTION = 0.001;0.100000 MATERIAL_ELASTICITY = 0.2;0.500000 DEFAULT_LINEAR_DAMPING = 0.500000 DEFAULT_ANGULAR_DAMPING = 0.200000, 0.200000, 0.200000 ANOM_LIMITS_MAX_VELOCITY = 1000000 ANOM_LIMITS_MAX_ANGULAR_VELOCITY_PER_PSI = 0.04 ;RMGR_LOOK_AHEAD_TIME_WORLD = 0 ;no idea what I'm doing here ;RMGR_LOOK_AHEAD_TIME_INTRA = 0 [CommConsts] COMM_PLAYER_FAR_DIST = 6000.000000 COMM_PLAYER_FAR_DIST_ATTEN = 0.000000 CHATTER_MAX_DIST = 100000;3500.000000 CHATTER_MAX_DIST_ATTEN = -8;-16.000000 CHATTER_START_ATTEN = -2.000000 COMM_CONFLICT_PRIORITY_CUTOFF = -10;-3 WALLA_MAX_DIST = 100000;3500.000000 WALLA_MAX_DIST_ATTEN = -8;-24.000000 WALLA_START_ATTEN = -2;-8.000000 WALLA_PRIORITY_CUTOFF = -10;-3 [AsteroidConsts] MAX_ASTEROID_LOOT_DAMAGE = 20000.000000 MAX_LOOT_PER_ASTEROID = 3
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Well, I stand corrected. The base collision works about 70% of the time at this distance from the centre. Very interesting. I’ll have to get my guys on it to see what’s going on.
What’s even stranger is that collision detection works fine on the ships at this distance.
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I agree with W0dk4 there i a limit to how much the normalizing will help. Even in GE the ship begins to shake a little bit at 2 million units out. And I use normalization on all of my matrices. The only sure fire way to get around the problem is to split up huge systems into sections and move everything in the system each time a player crosses one of the boundary. don’t know difficult it would be to make a plugin for that but I have a feeling it wouldn’t be easy.
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Alright, did a lot more thorough testing here:
130km seems to be a cutoff for all hiboxes. Ones that worked under 130km, may not work over 130km
Some boxes work fine at 150, 200, 300,400, 500km. These boxes seem to be square in shape, with no rounded/curve points to them. Combining the hitboxes didn’t seem to have an effect at under 130km or 500km. The box worked or it didn’t. So, what does this mean…I dunno…aside wanting the source code and being pissed at digital anvil for making these arbitrary cutoffs :@ -
@Lancer:
I agree with W0dk4 there i a limit to how much the normalizing will help. Even in GE the ship begins to shake a little bit at 2 million units out. And I use normalization on all of my matrices. The only sure fire way to get around the problem is to split up huge systems into sections and move everything in the system each time a player crosses one of the boundary. don’t know difficult it would be to make a plugin for that but I have a feeling it wouldn’t be easy.
Speak to blackhole, i believe he said something about this a while ago when he was talking about something similar, dunno if hell remember but im PRETTY sure it was him i was speaking to about this issue some time ago, tho i could be wrong.
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I found a fix for the 130k sur collision detection problem:
0xED8B4 in common.dll (v1.0) 0.01f - collision detection min check distance
If you change it to 0.5f, you should be save until 4000k.
More details, how I found it:
What is intersting to note is that between 130k and 140k the floating point precision error is going from <1cm to >1cm.
Moved the base to
pos = 2000362, 1009, 1002Then, I could fly through a lot of walls that I couldnt fly through at 0, 0, 0.
Now, load up common.dll and replace every occurence of 0a d7 23 3C with 00 00 00 3F (should only be like 5 places or so).
3C23D70A is 0.01f (I think this is the min distance the collision detection code checks for collisions, since at great distances the floating point error is higher than that, it gets bugged).After that hack, I couldnt fly through any walls
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As I said on the FW:ToW forums:
http://www.youtube.com/watch?v=Fj6qQdLBwm4 -
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After a long time of being rather inactive in Freelancer Modding due to RL, I finally came back to my old problem.
I made one rather interesting discovery:
- tested ship shaking being ~470k away from the center, with a Nav Map Cale of 0.2 –> heavily recognizable
- tested ship shaking 40k ayway from the center with a nav map scale of 0.8. Nothing else changed in the system (still a station 450k away from center etc.) --> ship shaking stays noticeable
Has this anything to do with the NavMapScale being below 1.0?
And now the most important question: Are there any possibilities to optimize the game’s math? My knowledge in programming is rextricted, but I could imagine such optimisation would be possible if the functions Freelancer asks for are kept in some way.